Halo 2 Artificial Intelligence Explained
An anonymous reader writes "Stuffo has an interesting interview with Bungie's lead AI developer, Chris Butcher. Butcher explains in detail how the enemies in Halo 2 think and exactly why they do the things they do."
I've long suspected that the proper way to handle game AI, and game development in general, is to model things in a manner as similar to the real world as possible... It's also nice to finally have a self-preservation instinct in game enemies...
:)
Does anyone know if Far Cry used a similar approach? Its AI struck me as very close to Halo's in a lot of ways. (Then again, the whole game was like that...)
And is the server messed up, or is this a first post?
It is interesting to see how much work is required to get something that simulates 'common sense'. Note how much 'tagging' was required to get a character in a controled environment from point A to point B in a logical manner.
Now take your average FPS player. He is able to look at the terrain without these tags and make a coherent game plan. Leave one tag off of an object, and that AI player is suddenly trying to do something impossible and not able to make a decision to try a different tact.
AI has certainly improved. I can't even begin to guess how many single player games have been destroyed simply because I found an explotable AI weakness. What will make AI really good is when it can adapt strategies when it has consistently lost.
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What this means in plain english? Most first person shooter games, such as Quake or Unreal, are built on a graphical engine. The player is essentially a stationery "camera," and the engine creates the sensation of moving through a world by rendering graphics that create that effect. Halo is different, Chris explains. "Halo is a simulation engine. The engine creates the world, then puts the player and the AI in it ... [The] characters and their code are isolated from the world."
What the hell is a simulation engine, and if Halo uses a simulation engine where the hell do the graphics come from?
Yea, they seem to use a lot of covering fire as well. The elites will pin you behind a wall with constant fire while others advance on your position. Pretty cool stuff.
-Mark
Dovie'andi se tovya sagain.
What about when it screws up, and you find an Elite or Grunt trying to run against a wall, or large box without moving. After reading that, I put it down to someone screwing up the box's characteristics - the Elite assumes it is small and can be "run through" or pushed aside, when it isn't.
There are actually a lot of buggy moments with the AI in Halo2 - things that just didn't happen in Halo. Many times it feels like Halo had better AI, which is certainly disappointing.
(It is still a good game though - but I think it shines most when it comes to multiplayer LIVE rather than the single campaign)
I haven't tried any missions where there are jackals, hunters, flood, forerunner drones, or *spoiler* brutes yet but I'm guessing they have their own tricks. Oh and before you question what I saw, on legendary there are LOTS of situations where you're against 6+ elites at once so you see their tactics quite often.
I really haven't found that too frequently. There is one "box" on the first level right before the descent into the armory that seems to give elites trouble if I can keep the marines alive and get them a good angle to pin them down.
And that's what I'm talking about with the indecision loop. I've seen them waffle back and forth really quick, or run in a little circle. I think that because of the way I flank him, and the fire from the marines on my right he'll have a little trouble deciding to get out of cover if he doesn't have any buddies left to pour fire on me. Cause if my marine help gets outflanked and killed by his pals, he seems to fight correctly. And I've seen them jump up on top of it, when they have a great force advantage and I've been forced to take off.